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Messages - Eatuck

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1
Wish list / Re: Development Speed and Player Counts
« on: January 17, 2018, 07:50:42 am »
Thank you all for your comments. I replied to some of them below. I gave a few ideas in my original post but I feel whatever it takes to get the Unreal Engine up and running needs to happen as soon as possible. Since it is a popular engine, I feel that it would bring in more developers and, as a result, speed up development and attract more players to the game.

I would like to recommend to use all donation funds received to hire temporary developers to complete the unreal engine transition as well as add additional features to the game (if additional funds are available).
Won't happen.

I feel this type of comment is not productive. If there are donations, they should be used to improve the game. I may be wrong, but I heard there are funds to hire developers if need be. 

That certainly won't increase development speed. All projects should always have a project manager/product owner, and for a reason. What i understand by "turning the game over to a community", everything would be voted on. That would only increase the bureaucracy and slow the speed in the management side. Games and other software projects aren't ran like goverments; projects are born from a vision of group of persons, who should work as the product owners/project managers. If you ment something else by your statement, well then i don't know >.<

Overall, I feel whatever will start getting things done would be beneficial. If it requires someone else to take it on or a group, I am all for it.


Any comment regarding roleplay or getting involved in game:

Roleplay only works when there are players in the game to roleplay with. 3-5 players on the server (3 total in game while I write this, including me) does not make a new roleplayer want to stay. If I tried this game for the first time today, I would delete my account probably within the first 10 minutes. In the short time I have in game these days, I usually just chat with guild mates and work on a skill. If I had additional free time, I would try to help out new players but unfortunately I do not have the time.

2
Wish list / Development Speed and Player Counts
« on: January 13, 2018, 11:02:49 pm »
Hello,
I have noticed the slow death of the player count for some time now and I am worried that this game is right on the edge of losing all its player base. I would like to recommend to use all donation funds received to hire temporary developers to complete the unreal engine transition as well as add additional features to the game (if additional funds are available). I feel that if this is not done as soon as possible, the game will not increase the player count and have no chance of recovery.

If increasing development speed is not possible, I recommend completely open sourcing all closed source assets and turning the game over to the community. I always understood that the game had a slow development when I started playing back in 2008, but it has gotten to the point where I only see 3-4 players online at a time. I wish I could help with development but I do not have the skill or time to do so. Please let me know your thoughts.

3
General Discussion / Re: Menille's new record
« on: August 31, 2014, 09:34:08 pm »
Congratulations Menille!! You deserve the recognition for your service to the guild and the community as whole. I can't think of anyone more dedicated to the game. I would have left a long time ago if it wasn't for Menille and the Wayward Kingdom. Menille's friendly, helpful, positive, and welcoming attitude introduced me to a community of friends that made me enjoy the game again. You are the true spirit of the Wayward Kingdom. I am proud to call you my friend. Capo di Tutti...I salute you!

4
Wish list / Re: Current Player Levels
« on: January 06, 2014, 01:06:14 am »
Hi Jawir,

Thank you for your response. I do agree with you for the most part. I think there would need to be some middle ground in there though. For example, the levelling could be sped up (not a huge amount but significant) and then add in your idea for greater improvements with each level. That way players gain ranks quicker as well as gaining a greater reward for each rank. Of course there will be players that play every day and obtain max skills fairly quickly but that shouldn't be at the expense of players that don't login as often.

Eatuck 

5
Wish list / Re: New Chest System
« on: December 20, 2013, 09:22:17 pm »
So then only the strong characters are entitled to the chests? What about the quick and stealthy thief who relies more on agility and sneakiness than on physical strength?

To make it so stealthy characters could avoid having to kill the beast protecting the chest, I think it would require lock picking (or pickpocket to get the key) and stealth skills which are not implemented yet. Something to think about. Thanks for the bringing that up Rigwyn.

6
Wish list / New Chest System
« on: December 19, 2013, 11:46:16 pm »
Hi Everyone,

I was thinking of potential issues with the chest system that was just implemented. I know it is brand new and still being worked on but I wanted give some issues with it and give some solutions I thought of. They are listed below.

Eatuck


Issue 1: Players can just run by enemies to grab the chests.

Solution: Make them have to kill the enemy(s) protecting it before they can grab it. Maybe you have to get the key from an enemy once locked chests are implemented


Issue 2: If someone grabs the chest right before you, it is a long wait. Also, once the player base increases there will be lines waiting for chests.

Solution: Make the chest static and have players only be able to loot them again after a certain time frame in game. It is like Dakkru's Curse.


Issue 3: Alternate characters are solely used to grab a certain chest.

Solution: The solution to #1 might fix this but in addition to it, make it so if a character spends too much time in a certain room, or logs into the same room over and over again, they will be transported out of the room.


7
Wish list / Re: Current Player Levels
« on: October 26, 2013, 08:25:19 pm »
Eonwind wrote:
Quote
MA crafting process is too difficult and too time expensive other than economically unbalanced, I would really like to streamline the crafting process (without remaking it whole which would be a huge waste of time) otherwise the HA crafting which will be ontop MA will be insanely hard to do, and this is something I want to avoid at all costs!

I agree completely. MA takes way too long to make (and mouse clicks) and requires a ton of resources. With the 19 stocks to make a 6 piece MA set (25 with 6-1 patterns), I could make 6 long swords and 1 sabre. The resources for MA just don't seem right to me.

8
Wish list / Re: Current Player Levels
« on: October 26, 2013, 12:36:57 am »
Eonwind, please don't take my post as saying nothing is being developed or that I think I am smarter than the developers. That is far from the truth. I was a little harsh in hitting your argument though. For that I apologize. I really appreciate what you and the other devs have done. I am trying to do the best I can by participating in giving ideas for development to fix a problem I see. If it is not the best solution than at least it promotes discussion to find the optimal solution. Thank you for letting us all know the list of what is getting worked on. It is interesting to know. 

9
Wish list / Re: Job Skill Achievement Items
« on: October 25, 2013, 10:20:47 pm »
I don't think people should do crafting in their guild house.  Seems... antisocial.

I just want some tools so I can take over an abandoned building in Oja or set up a stall in the Hydlaa market and set up a little shop.  I'd use the tools to work and train if there aren't any customers around.

I agree it is anti-social. Although, sometimes I just want to concentrate on crafting. I like your idea to take over an empty shop.

10
Wish list / Re: Current Player Levels
« on: October 25, 2013, 09:32:21 pm »
Eonwind wrote:
Quote
About self sufficiency: this is multiplayer game, some challenges are especially designed for player's grouping. Albeit there are tons of challenges you can defeat single handedly there will be some you won't. Another point: if every player is self sufficient in not time what would be the point of markets, players helping other players and such.
I think sometimes players have the false expectation to reach self sufficiency very early on in every aspect of the game: asking for help to other players is not a crime, many people will be very happy to help ICly and OOCly.

If it is multiplayer game then why haven't the devs been concentrating on retaining players? It doesn't attack the problem to say that I need to play with other players when there is only 30 online total. My solution is to improve the levelling so that it doesn't take an insane amount of work to raise. Now, I don't mean to say to change it so that everyone can max a skill in 8 hours of play time which I think most people here seem to think my argument is. At the games current place, levelling is a huge grind. To make levelling easier while maintaining the challenge of it, is my solution. It is a balance.

I would also like to bring up a solution from the dev meeting that I think Talad mentioned. He mentioned to have more new skills and items and such since after an update the player levels rise a bit. I think this is good idea but from what I've seen it takes forever to get anything new put in the game due to the low level of volunteers. Maybe if the player base was greater, you would get more volunteers. To do this the game needs to be made more enjoyable.




11
Wish list / Re: Current Player Levels
« on: October 25, 2013, 09:27:22 am »
Lumi wrote:
Quote
What could it give you exactly to be a super maxed personn in no time ?

I am not saying to make it so someone can max a skill in a day. From your post, it sounds like you think my wish is to make players max immediately when they enter the world. This is far from the truth. What I am saying is the game is currently a huge grinding session and, do to this, players can't be retained. I believe if the mindset was to make the game fun to level instead of grind to level then players will stay. There is many solutions to this but the main one, in my opinion, is to make levelling significantly easier.

Lumi wrote:
Quote
Do we want a complet community of maxed people running around PS ? Or do we prefer to keep a relative hard to get skills to keep the interaction between player, necessary? I am not so sure of the answer honestly. We aint that much already, are we going to finish all alone in our corner, auto-sufficient ? ;-o

It shouldn't matter if there is a lot of max players in the community. I believe the community would benefit from players that don't spend all their time grinding skills up so they can kill the next beast. They would interact more frequently with other players.

12
Wish list / Re: Job Skill Achievement Items
« on: October 25, 2013, 09:13:11 am »
Something like you're asking is being already worked on, I added the math to account for a higher quality tool for: all crafting, mining/harvesting/fishing and musical instrument too (combat already account for higher quality equipment) and settings is changing some quest rewards with higher quality version of crafting tools. In the future tools making skill will be another way to get higher quality tools.

In mining specific case you don't get more ore with a masterwork pick but your chances to get a single one are improved (the code don't support getting more than one item), anyway less failure chance more ore in the end.

That sounds great! Thank you for sharing Eonwind. I appreciate it.

well that's a different topic but in theory it could be possible. usually we lock down those containers to avoid littering too much the word (especially for the larger ones like tables and such) and to avoid people setting up their crafting station in the guild houses (because this way the crafter can meet with other players in public places instead of hiding inside the GH).

Aww, it would be nice to have my own little place to work instead of borrowing space from Harn. When I want peace and quiet I can go to the Explorer Camp, Amdeneir or even Gug but it is not the same as a comfy guild house. 

13
Wish list / Re: Current Player Levels
« on: October 25, 2013, 08:36:17 am »
Tman wrote,
Quote
You know all of these things can be done without being maxed out, right?

Yes. You could role play but some players aren't into that, including myself. In my current state as a HA user, I would have to spend a ton of potions to kill the monsters that give me adequate pp. Even ulbers hit me pretty hard with max in HA while a crafted MA user can get hit and have barely a sliver taken off their health.  Also a max in a weapon will give me the most survivability because I can kill the beast faster than it kills me.   

Tman wrote,
Quote
The thing is, you need to make finished products.  You can't pound the same pieces of metal into sword handles and expect to be able to pay the trainer.  You need to make finished swords.  Same with cooking/herbal/alchemy.  You need to make and sell the finished product.  Intermediates won't make you anything substantial.

I agree, but doing so would require a ton of material to make all these finished products you are talking about with blacksmith skills. So basically this means buying ore/hides (need tria, so grind), or mining/hunting (grinding) then doing crafting. In the end it would take even more time to level because you have to constantly seek out materials. To give you an idea of the amount, a full suit (6 pieces) of chain mail armor requires 19 stocks (25 with 6-1 patterns) to complete. Armor making is one of the skills where you have to complete something because it is a one way trip. Blades and shields are less resource needy because of recycling. Overall both ways take forever to gain one level but it is quicker to recycle.

I know a player with max in all armor and most weapon skills (think all but one) as well as max in a way (and really high in the rest). They still play the game and still enjoy it as well. I just want to get my player to the point where I can be self sufficient. To me this means maxing a weapon, armor, and a way. I also don't think that asking to not spend years in the game doing so is not a small request.   

14
Wish list / Re: Current Player Levels
« on: October 25, 2013, 12:01:53 am »
A great example of a max character staying is I am currently too weak to participate in invasion events or kill certain beasts. I would need a healer at all times to stay alive. If I was max in axe lets say, I would participate more in the events and community oriented things. But since I am too weak, I have to spend countless hours to train axe one level. I have to hunt for pp and tria, then go hit the dummy a bazillion times. rinse and repeat. Also, HA is not craftable, so I can't even kill maulbers solo (where I get pp) without a good supply of potions with me. MA characters have no problem going solo against whatever they like with 300q MA. That is another wish list post that I made in hopes that craftable HA would be included but I should stay on the topic at hand. In conclusion, I want to max to feel like I can participate but I can't so the only option is to grind in hopes of getting to that level some day. Maybe a year down the road I will get there. Maybe I will get frustrated with spending hours and hours of my life doing the same thing over and over again. Max characters will stay involved in events, helping new players, role playing, creating events, etc. There is so many possibilities other than to grind.

15
Wish list / Re: Job Skill Achievement Items
« on: October 24, 2013, 11:09:46 pm »
Guys... There's a reason we don't use gold in tools.  :P

It was just an example. Yes I do realize that gold is a soft metal. Replace it with blue-steel then. 

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